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Damage multipliers this Pokemon takes from each attacking type (based on the current form).
Damage multipliers of this Pokemon's same-type (STAB) moves against each defending type.
High-firepower meta Pokémon that hit it super-effectively by type (estimated, not battle data)
Based on real ladder matchup statistics and expert community assessments (data snapshot 2026-08)
Single battle usage sits at 0.18%, ranked 136th, putting it firmly on the fringe. The stat spread sets its role: 70 Speed is slow for the current metagame, while 107 Attack, 100 Special Attack and 100 Special Defense offer balanced but unspectacular offense and bulk. The Grass/Ghost typing grants immunities to Normal and Fighting, but leaves five weaknesses to Fire, Ice, Flying, Ghost and Dark. Scrappy at 99.6% is the foundation that lets Triple Arrows hit Normal-types without penalty.
Playstyle:Triple Arrows, Leaf Blade, Sucker Punch and U-turn divide usage almost evenly, while Taunt at 2.4% is negligible. The 84% Choice Scarf rate confirms the core logic: 70 base Speed is too slow, so the scarf is required to outspeed key threats, and the presence of U-turn signals that pivoting out of bad matchups is expected rather than avoided. The 83.3% Jolly 2/32/0/0/0/32 spread serves the same goal, pushing effective Speed to 102 under the scarf. Scope Lens at 11.8% is the minority alternative, trading the scarf's Speed for a critical-hit build.
Double battle usage sits at 0.25%, ranked 127th, still in the cold tier. Choice Scarf plummets from 84% in singles to 2.9% in doubles, where Scope Lens at 62.6% becomes the dominant item, followed by Life Orb at 20.3% and Expert Belt at 5.9%. This shift in item distribution reflects a fundamental change in doubles logic: turn order relies on partner support and Protect rather than individual outspeeding, so the offensive scarf is far less necessary and the build pivots toward maximizing single-hit damage under Protect's protection.
Playstyle:The top three moves in doubles are Leaf Blade 24.5%, Protect 21.4% and Triple Arrows 18.7%, forming the core shell. Leaf Blade delivers reliable STAB pressure against common Water, Rock and Ground targets, Protect is the mandatory doubles insurance, and Triple Arrows covers Normal-types under Scrappy. The 33.2% Brave 32/32/2/0/0/0 spread dumps Speed even further to maximize the 107 Attack stat, which is workable in doubles because partner speed control and Protect absorb the speed deficit. The 6.3% Close Combat and 4.1% Brave Bird slots are small but signal that minority builds accept bulk loss in exchange for high-power Fighting or Flying coverage.
Decidueye sits at a 0.03% usage rate and rank 220 in singles, well outside the meta. Its Ghost typing grants a Normal immunity and utility options, but the 70 base Speed and five weaknesses (Ice, Fire, Flying, Ghost, Dark) keep it from establishing a consistent offensive or defensive role.
Playstyle:Singles builds revolve around Baton Pass, Double Team, Shadow Ball, and Energy Ball, with Bright Powder at 96% to trade accuracy for setup windows. The core plan is to boost and pass to a teammate, but the 24.5% Baton Pass rate shows the strategy still relies on opponent misplays, and 70 Speed means it can be KOed before setting up.
Doubles usage is 0.04% at rank 224, still on the fringe. Protect at 24%, Spirit Shackle at 21.5%, Leaf Blade at 21.1%, and Tailwind at 20.9% are nearly split, showing no dominant role—Decidueye is used both as a speed controller and as a hit-and-run attacker.
Playstyle:Focus Sash is held 83.1% of the time, allowing Decidueye to survive one hit and either trap a faster threat with Spirit Shackle or clean up with Leaf Blade. Tailwind at 20.9% frames it as a speed supporter, but the 70 base Speed is unreliable offensively, so pairing with Incineroar (16.1%) and Farigiraf (15.5%) leans heavily on Protect for tempo.